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I am looking for a good updated opengl book :)
I have the Opengl Programming Guide 8th Edition, its pretty bad actually :\
all the source code example is a huge mess and some of the code just make's error's and whatnot (some of the examples even uses variable that was not even declared or typed in the wrong variable's.
What is the most recommended book that out now?
What is the most recommended book that out now?
That would be the OpenGL Specification. ;)
But seriously: you can't go wrong with the OpenGL Superbible in the latest revision (6th). Personally I stopped using the Red Book years ago and found the Superbible much more readable for beginners.
At some point, what now is a remark in jest, will become a reality: if you seriously want to get into OpenGL, there is no way around reading and understanding the actual specification.
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I'm currently self-studying C++ and I'm about to finish my OOP course, till now, I've finished the OOP concepts but the course also includes an introduction to the STL, but I feel like it's too early to have a look on the STL at this stage(before studying Data Structures).
Is it a good idea to skip the last part of the OOP course and start studying Data Structures right now? or should I complete the course anyway?
In my opinion, if you already can understand OOP principles you should use STL and do not care how it really works under the hood, but after that, you should learn basic data structures and all will come clear for you.
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I'm Learning C++ and have taken a book, released in 2005, out from a library that teaches C++ using C++03.
Is the knowledge in this book still relevant at an intermediate level? Or should I get a more up to date book? If not, what parts that conflict with C++14 should I avoid?
The book still has value, as the core of the language is quite stable.
That said, if you are going to go to the trouble of working through a book, you should find a good book. And I would also find a newer book that will cover the latest changes.
First learn the fundamentals, then you can look at the difference between the newer standards. For that a page like Wikipedia can help.
Personally I think C++11 and C++14 introduced more advanced features than fundamental features.
For example, you first need to understand a normal for loop before you should try to understand the ranged-based for that came with C++11.
With that view, C++03 is a good starting point.
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I've recently bought the book C++ Primer (5th Edition) and I've noticed that the book is updated to the C++11 version and not to the latest C++14.
Is there anything that I need to do different to adapt myself to the new C++14?
I'm afraid that I'll learn things in the book that are no longer relevant, or not in the most efficient way, because of the differences between the versions and the additions to the C++14. If you could let me know if there is anything that I need to do differently to make my code more aesthetic or efficient, I would appreciate it.
C++14 is a so-called "minor update" to C++11. C++14 adds to C++11 and allows you to take a few more shortcuts and to write more like a script kiddie getting started with PHP.
There will be some minor gaps in your knowledge if you learn from a C++11 book, but nothing serious. There were no paradigm shifts in the interim, nothing substantial was removed, and you won't be left behind.
For any code usage that doesn't quite match up, you may simply refer to a decent reference. Again, for the most part, these are really very minor changes.
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I'm starting to read Alexandrescu's modern c++ design and I'm interested in following question. Are ideas described in this book still relevant with modern C++?
The ideas are certainly relevant and the principles and techniques Andrei describes are still valid. Probably some if not all the examples would be written differently now, to exploit language elements that were not available when he wrote the book.
Actually some of the ideas he presents in his book have been included in the current standard, even if in a different form.
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I want to start learning DirectX and I do have an extremely strong grasp of C++
Anyways I have searched online and I saw that people recommend that I start with dx9 then move my way up to the other DXs
Now my question is
If I learn dx9 and fully grasp it then move on to Dx10 and then to Dx11 Will that cause me to get mixed up while I'm programming when I learn the newer DirectX because of the similar code
or will it help me understand the language and be better at using it?
Honestly, there's not an awful lot of point in learning DX10. If you don't need hardware compatibility, go straight to DX11. If you do, then stick with DX9. The hard part about graphics programming has little to do with the API- most of it is in programmable shaders and techniques that are not strongly tied to the API you're using.